1,438 research outputs found

    On vertex coloring without monochromatic triangles

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    We study a certain relaxation of the classic vertex coloring problem, namely, a coloring of vertices of undirected, simple graphs, such that there are no monochromatic triangles. We give the first classification of the problem in terms of classic and parametrized algorithms. Several computational complexity results are also presented, which improve on the previous results found in the literature. We propose the new structural parameter for undirected, simple graphs -- the triangle-free chromatic number χ3\chi_3. We bound χ3\chi_3 by other known structural parameters. We also present two classes of graphs with interesting coloring properties, that play pivotal role in proving useful observation about our problem. We give/ask several conjectures/questions throughout this paper to encourage new research in the area of graph coloring.Comment: Extended abstrac

    Problems in extremal graph theory

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    We consider a variety of problems in extremal graph and set theory. The {\em chromatic number} of GG, χ(G)\chi(G), is the smallest integer kk such that GG is kk-colorable. The {\it square} of GG, written G2G^2, is the supergraph of GG in which also vertices within distance 2 of each other in GG are adjacent. A graph HH is a {\it minor} of GG if HH can be obtained from a subgraph of GG by contracting edges. We show that the upper bound for χ(G2)\chi(G^2) conjectured by Wegner (1977) for planar graphs holds when GG is a K4K_4-minor-free graph. We also show that χ(G2)\chi(G^2) is equal to the bound only when G2G^2 contains a complete graph of that order. One of the central problems of extremal hypergraph theory is finding the maximum number of edges in a hypergraph that does not contain a specific forbidden structure. We consider as a forbidden structure a fixed number of members that have empty common intersection as well as small union. We obtain a sharp upper bound on the size of uniform hypergraphs that do not contain this structure, when the number of vertices is sufficiently large. Our result is strong enough to imply the same sharp upper bound for several other interesting forbidden structures such as the so-called strong simplices and clusters. The {\em nn-dimensional hypercube}, QnQ_n, is the graph whose vertex set is {0,1}n\{0,1\}^n and whose edge set consists of the vertex pairs differing in exactly one coordinate. The generalized Tur\'an problem asks for the maximum number of edges in a subgraph of a graph GG that does not contain a forbidden subgraph HH. We consider the Tur\'an problem where GG is QnQ_n and HH is a cycle of length 4k+24k+2 with k3k\geq 3. Confirming a conjecture of Erd{\H o}s (1984), we show that the ratio of the size of such a subgraph of QnQ_n over the number of edges of QnQ_n is o(1)o(1), i.e. in the limit this ratio approaches 0 as nn approaches infinity

    Gunrock: GPU Graph Analytics

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    For large-scale graph analytics on the GPU, the irregularity of data access and control flow, and the complexity of programming GPUs, have presented two significant challenges to developing a programmable high-performance graph library. "Gunrock", our graph-processing system designed specifically for the GPU, uses a high-level, bulk-synchronous, data-centric abstraction focused on operations on a vertex or edge frontier. Gunrock achieves a balance between performance and expressiveness by coupling high performance GPU computing primitives and optimization strategies with a high-level programming model that allows programmers to quickly develop new graph primitives with small code size and minimal GPU programming knowledge. We characterize the performance of various optimization strategies and evaluate Gunrock's overall performance on different GPU architectures on a wide range of graph primitives that span from traversal-based algorithms and ranking algorithms, to triangle counting and bipartite-graph-based algorithms. The results show that on a single GPU, Gunrock has on average at least an order of magnitude speedup over Boost and PowerGraph, comparable performance to the fastest GPU hardwired primitives and CPU shared-memory graph libraries such as Ligra and Galois, and better performance than any other GPU high-level graph library.Comment: 52 pages, invited paper to ACM Transactions on Parallel Computing (TOPC), an extended version of PPoPP'16 paper "Gunrock: A High-Performance Graph Processing Library on the GPU

    Local Conflict Coloring

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    Locally finding a solution to symmetry-breaking tasks such as vertex-coloring, edge-coloring, maximal matching, maximal independent set, etc., is a long-standing challenge in distributed network computing. More recently, it has also become a challenge in the framework of centralized local computation. We introduce conflict coloring as a general symmetry-breaking task that includes all the aforementioned tasks as specific instantiations --- conflict coloring includes all locally checkable labeling tasks from [Naor\&Stockmeyer, STOC 1993]. Conflict coloring is characterized by two parameters ll and dd, where the former measures the amount of freedom given to the nodes for selecting their colors, and the latter measures the number of constraints which colors of adjacent nodes are subject to.We show that, in the standard LOCAL model for distributed network computing, if l/d \textgreater{} \Delta, then conflict coloring can be solved in O~(Δ)+logn\tilde O(\sqrt{\Delta})+\log^*n rounds in nn-node graphs with maximum degree Δ\Delta, where O~\tilde O ignores the polylog factors in Δ\Delta. The dependency in~nn is optimal, as a consequence of the Ω(logn)\Omega(\log^*n) lower bound by [Linial, SIAM J. Comp. 1992] for (Δ+1)(\Delta+1)-coloring. An important special case of our result is a significant improvement over the best known algorithm for distributed (Δ+1)(\Delta+1)-coloring due to [Barenboim, PODC 2015], which required O~(Δ3/4)+logn\tilde O(\Delta^{3/4})+\log^*n rounds. Improvements for other variants of coloring, including (Δ+1)(\Delta+1)-list-coloring, (2Δ1)(2\Delta-1)-edge-coloring, TT-coloring, etc., also follow from our general result on conflict coloring. Likewise, in the framework of centralized local computation algorithms (LCAs), our general result yields an LCA which requires a smaller number of probes than the previously best known algorithm for vertex-coloring, and works for a wide range of coloring problems

    Streaming and Massively Parallel Algorithms for Edge Coloring

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    A valid edge-coloring of a graph is an assignment of "colors" to its edges such that no two incident edges receive the same color. The goal is to find a proper coloring that uses few colors. (Note that the maximum degree, Delta, is a trivial lower bound.) In this paper, we revisit this fundamental problem in two models of computation specific to massive graphs, the Massively Parallel Computations (MPC) model and the Graph Streaming model: - Massively Parallel Computation: We give a randomized MPC algorithm that with high probability returns a Delta+O~(Delta^(3/4)) edge coloring in O(1) rounds using O(n) space per machine and O(m) total space. The space per machine can also be further improved to n^(1-Omega(1)) if Delta = n^Omega(1). Our algorithm improves upon a previous result of Harvey et al. [SPAA 2018]. - Graph Streaming: Since the output of edge-coloring is as large as its input, we consider a standard variant of the streaming model where the output is also reported in a streaming fashion. The main challenge is that the algorithm cannot "remember" all the reported edge colors, yet has to output a proper edge coloring using few colors. We give a one-pass O~(n)-space streaming algorithm that always returns a valid coloring and uses 5.44 Delta colors with high probability if the edges arrive in a random order. For adversarial order streams, we give another one-pass O~(n)-space algorithm that requires O(Delta^2) colors
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